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Market Trends in Virtual Worlds. Data Courtesy of 1 Growth in Virtual Worlds 2 Trends in Market Sectors 3 Implications for Educational Research.

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Presentation on theme: "Market Trends in Virtual Worlds. Data Courtesy of 1 Growth in Virtual Worlds 2 Trends in Market Sectors 3 Implications for Educational Research."— Presentation transcript:

1 Market Trends in Virtual Worlds

2 Data Courtesy of 1 Growth in Virtual Worlds 2 Trends in Market Sectors 3 Implications for Educational Research

3 Growth In Virtual Worlds The market grows larger every year 1

4 500 virtual worlds in 2011 growing to 900 virtual worlds by 2012. Growth Trend continues upward 1.1 billion user accounts in virtual worlds. Kids, tweens and teens are the largest user group.

5 Growth Trend is among tweens and teens

6 Virtual World Popularity by Age Jumpstart 4M Buildabearville 21M Barbie Girls 22M Poptropica 144M 5-10 Neopets 65M Club Penguin 63M Whyville 7M Stardoll 94M 10-15 Habbo 200M Gaia 36M IMVU 50M WeeWorld 40M 15-25 Second Life 25M Utherverse 7.5M eRepublic 2M 25-35

7 » VW generated $3.9B revenue, up to $6B by 2012 » Cross-platform VW: TV, movies, books, and toys » Virtual artists & celebrities » Content creation & sci-fi for adults » SocNet integration Overall Trends Quaver’s Marvelous World of Music

8 2 Trends In Market Sectors

9 It’s not just about the visuals, but strengthening YOUR MESSAGE.

10 It’s not just about the visuals, but strengthening YOUR MESSAGE.

11 It’s not just about the visuals, but strengthening YOUR MESSAGE.

12 It’s not just about the visuals, but strengthening YOUR MESSAGE.

13 Virtual World Types by Age HAND: movement (somato- sensorymotor system) HEART: relationships, emotions, long-term memory (limbic system) HEART: relationships, emotions, long-term memory (limbic system) HEAD: Intellect, decision making, planning, impulse control (frontal cortical networks) HEAD: Intellect, decision making, planning, impulse control (frontal cortical networks)

14 By 2013, 70% of enterprises will establish behavior guidelines and dress codes for avatars associated with the enterprise Reputation Management Gartner, Inc.

15 Augmentalist vs. immersionalist avatars, what is your peer rating? Reputation Management

16 Mobile Access

17 Meta-Branding


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